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API > API/Plugins > API/Plugins/ChaosModularVehicleEngine
| Name | UModularVehicleBaseComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosModularVehicle/Source/ChaosModularVehicleEngine/Public/ChaosModularVehicle/ModularVehicleBaseComponent.h |
| Include Path | #include "ChaosModularVehicle/ModularVehicleBaseComponent.h" |
Syntax
UCLASS (MinimalAPI, ClassGroup=(Physics), Meta=(BlueprintSpawnableComponent),
HideCategories=(PlanarMovement, "Components|Movement|Planar", Activation, "Components|Activation"))
class UModularVehicleBaseComponent : public UPawnMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMovementComponent → UNavMovementComponent → UPawnMovementComponent → UModularVehicleBaseComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UModularVehicleBaseComponent
(
const FObjectInitializer& ObjectInitializer |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UModularVehicleBaseComponent() |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
Structs
| Name | Remarks |
|---|---|
| FAsyncOutputWrapper |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FInputNameMap | TMap< FName, int > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorsToIgnore | TArray< AActor * > | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| AngularDamping | float | Use to naturally decelerate angular velocity of objects | ChaosModularVehicle/ModularVehicleBaseComponent.h |
|
| AutoAddOverlappingBoxSize | FVector | The size of the overlap box testing for nearby components in the world | ChaosModularVehicle/ModularVehicleBaseComponent.h |
|
| bAutoAddComponentsFromWorld | bool | Grab nearby components and add them to the cluster union representing the vehicle | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| bKeepVehicleAwake | bool | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| bRequiresControllerForInputs | bool | Bypass the need for a controller in order for the controls to be processed. | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| bSuspensionTraceComplex | bool | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| ClusterUnionComponent | UClusterUnionComponent * | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ComponentToPhysicsObjects | TMap< TObjectKey< USceneComponent >, FVehicleComponentData > | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ConstructionDatas | TArray< FConstructionData > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| CurAsyncInput | FModularVehicleAsyncInput * | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| CurAsyncOutput | FModularVehicleAsyncOutput * | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| CurAsyncType | EChaosAsyncVehicleDataType | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| DelayClusteringCount | int32 | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| InputConfig | TArray< FModuleInputSetup > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| InputProducerClass | TSubclassOf< UVehicleInputProducerBase > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| LinearDamping | float | Use to naturally decelerate linear velocity of objects | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| NextAsyncOutput | FModularVehicleAsyncOutput * | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| OutputInterpAlpha | float | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| OutputsWaitingOn | TArray< FAsyncOutputWrapper > | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| PVehicleOutput | TUniquePtr< FPhysicsVehicleOutput > | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| StateInputConfiguration | TArray< FModuleInputSetup > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| StoredTreeUpdates | Chaos::FSimTreeUpdates | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| SuspensionCollisionChannel | TEnumAsByte< ECollisionChannel > | Collision channel to use for the suspension trace. | ChaosModularVehicle/ModularVehicleBaseComponent.h |
|
| SuspensionTraceCollisionResponses | FCollisionResponseContainer | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| TraceType | ETraceType | Wheel suspension trace type, defaults to ray trace | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| TreeProcessingOrder | TEnumAsByte< ESimTreeProcessingOrder > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| VehicleSimulationPT | TUniquePtr< FModularVehicleSimulation > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsLocallyControlled | bool | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| bUsingNetworkPhysicsPrediction | bool | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| CachedPhysicsProxy | IPhysicsProxyBase * | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ClusteringCount | int32 | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| InputNameMap | FInputNameMap | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| InputProducer | TObjectPtr< UVehicleInputProducerBase > | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| InputsContainer | FModuleInputContainer | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| LastComponentAddIndex | int32 | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ModuleAnimationSetups | TArray< FModuleAnimationSetup > | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| MyComponent | UPrimitiveComponent * | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| NextConstructionIndex | int32 | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| NextTransformIndex | int | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| PendingTreeUpdates | TMap< TObjectKey< USceneComponent >, Chaos::FSimTreeUpdates > | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| PrevSteeringInput | float | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| RootPhysicsObject | Chaos::FPhysicsObjectHandle | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| StateInputContainer | FModuleInputContainer | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| StateNameMap | FInputNameMap | ChaosModularVehicle/ModularVehicleBaseComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FModuleAnimationSetup > & AccessModuleAnimationSetups() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void AddComponentToSimulation
(
UPrimitiveComponent* Component, |
Adds any associated simulation components to the ModularVehicleSimulation | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
int AddSimModule
(
Chaos::ISimulationModuleBase* NewModule, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual void CreateAssociatedSimComponents
(
USceneComponent* ParentComponent, |
Create sim components hierarchy from parent component - used by original cluster code union path. | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
virtual void CreateIndependentSimComponents
(
USceneComponent* RootComponent, |
Create sim components in hierarchy from parent component - used by code path that does not rely on cluster union. | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
void FinalizeModuleUpdates() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void FinalizeSimCallbackData
(
FChaosSimModuleManagerAsyncInput& Input |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
const FTransform & GetComponentTransform() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
int32 GetCurrentGear() |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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TObjectPtr< UVehicleInputProducerBase > GetInputProducer() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
const TArray< FModuleAnimationSetup > & GetModuleAnimationSetups() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
APlayerController * GetPlayerController() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
ESimTreeProcessingOrder GetTreeProcessingOrder() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
bool IsLocallyControlled() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
bool IsReversing() |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void LogInputSetup() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void ParallelUpdate
(
float DeltaTime |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
TUniquePtr< FPhysicsVehicleOutput > & PhysicsVehicleOutput() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void PreTickGT
(
float DeltaTime |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void ProcessControls
(
float DeltaTime |
Handle stand-alone and networked mode control inputs | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
void ProduceInput
(
int32 PhysicsStep, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void RemoveComponentFromSimulation
(
UPrimitiveComponent* Component, |
Removes any associated simulation components from the ModularVehicleSimulation | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
void RemoveSimModule
(
int ModuleGuid |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void ServerUpdateState
(
const FModuleInputContainer& InputsIn, |
Pass current state to server | ChaosModularVehicle/ModularVehicleBaseComponent.h |
|
virtual void SetClusterComponent
(
UClusterUnionComponent* InPhysicalComponent |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
TUniquePtr< FModularVehicleAsyncInput > SetCurrentAsyncData
(
int32 InputIdx, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void SetGearInput
(
int32 Gear |
Set the gear directly | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
| CONTROLS | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
void SetInputAxis1D
(
const FName Name, |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetInputAxis2D
(
const FName Name, |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetInputAxis3D
(
const FName Name, |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetInputBool
(
const FName Name, |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetInputInteger
(
const FName Name, |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetInputProducerClass
(
TSubclassOf< UVehicleInputProducerBase > InInputProducerClass |
Sets the input producer class and creates an input producer if one doesn't exist. | ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetLocallyControlled
(
bool bLocallyControlledIn |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
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void SetPhysicsProxy
(
IPhysicsProxyBase* PhysicsProxy |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void SetPhysicsProxyIfNotAlreadySpecified
(
IPhysicsProxyBase* PhysicsProxy |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
| The state inputs are not automatically quantized. | ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
| ChaosModularVehicle/ModularVehicleBaseComponent.h | |||
void SetTreeProcessingOrder
(
ESimTreeProcessingOrder TreeProcessingOrderIn |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void SetWheelTraceAllChannels
(
ECollisionResponse NewResponse |
Set all channels to the specified response - for wheel raycasts | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
void SetWheelTraceResponseToChannel
(
ECollisionChannel Channel, |
Set the response of this body to the supplied settings - for wheel raycasts | ChaosModularVehicle/ModularVehicleBaseComponent.h | |
void ShowDebugInfo
(
AHUD* HUD, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void Update
(
float DeltaTime |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void UpdateState
(
float DeltaTime |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual void OnCreatePhysicsState() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual void OnDestroyPhysicsState() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual bool ShouldCreatePhysicsState() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual void TickComponent
(
float DeltaTime, |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
ChaosModularVehicle/ModularVehicleBaseComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActionTreeUpdates
(
Chaos::FSimTreeUpdates* NextTreeUpdates |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
bool AddComponentsFromOwnedActor() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void AddComponentToCluster
(
USceneComponent* Component |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual void AddComponentToSimulationImpl
(
UPrimitiveComponent* Component, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void AddOverlappingComponentsToCluster() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void AddSimulationComponentsFromOwnedActor() |
#TODO reinstate? virtual void GenerateInputModifiers(const TArray |
ChaosModularVehicle/ModularVehicleBaseComponent.h | |
void AssimilateComponentInputs
(
TArray< FModuleInputSetup >& OutCombinedInputs |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void CacheRootPhysicsObject
(
IPhysicsProxyBase* Proxy |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void CreateVehicleSim() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void DestroyVehicleSim() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
bool FindAndRemoveNextPendingUpdate
(
int32 NextIndex, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
int32 FindComponentAddOrder
(
USceneComponent* InComponent |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
int32 FindParentsLastSimComponent
(
const USceneComponent* AttachedComponent |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
int GenerateNewGuid() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
IPhysicsProxyBase * GetPhysicsProxy() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
virtual void RemoveComponentFromSimulationImpl
(
UPrimitiveComponent* Component, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void SetCurrentAsyncDataInternal
(
FModularVehicleAsyncInput* CurInput, |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void SetupSkeletalAnimationStructure() |
ChaosModularVehicle/ModularVehicleBaseComponent.h | ||
void UpdatePhysicalProperties() |
ChaosModularVehicle/ModularVehicleBaseComponent.h |